Command & Colors Napoleonics 1

Game Design by Richard Borg

3rd Edition RULES OF PLAY

© 2012 & 2016 GMT Games, LLC 2 Command & Colors Napoleonics

The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemy’s. - Napoleon

1. INTRODUCTION Small Blocks Medium Blocks Rectangular Blocks 18 x 18 x 8 mm 22 x 22 x 8 mm 22 x 28 x 8 mm Commands & Colors: Napoleonics is not overly complex by design. It is based on the highly successful Commands & Colors • All blocks are 18x18x8mm in size. game system, where the Command cards drive movement while • All blocks are 22x22x8mm in size. creating a “fog of war.” The battle dice resolve combat quickly • All blocks are 22x28x8mm in size and are placed so and efficiently. Commands & Colors: Napoleonics introduces the 28mm edge runs horizontally. many new game concepts which add historical depth and will • All leader blocks are 22x28x8mm in size and are placed so provide even the most veteran Commands & Color player many the 28mm edge runs vertically. new experiences and challenges. Battlefield Game Board The scale of the game fluctuates, which allows players to ef- The battlefield game board (hereafter referred to as the battlefield) fectively portray epic Napoleonic battles, as well as smaller is a hex grid, 13 hexes wide by 9 hexes deep. The battlefield is historical actions. In some scenarios, an infantry unit may rep- divided into three sections by two dotted lines, giving each player resent an entire division, while in others a unit may represent a Left Flank Section, a Center Section and a Right Flank Section. a single regiment or battalion. The Napoleonic tactics you will Where the dotted line cuts through a hex, the hex is considered need to execute to gain victory conform remarkably well to the to be part of both the flank section and the center section. advantages and limitations inherent to the various Napoleonic National Armies of the day and the battlefield terrain features on which they fought. Baseline Hexes The battles showcased in the scenario book focus on the histori- cal confrontation between the English and French armies. The stylized battlefield maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. Welcome and Enjoy! —Richard Borg Lateral Edge Lateral Edge 2. CONTENTS Baseline Hexes 5 Sheets of Tiles, Tracks, and Counters (56 double-sided Terrain Tiles, 2 Infantry in Square tracks, counters Note: Left Flank Section, Center Section and Right Flank Section and Victory Banner counters). will often simply be denoted as section or sections in these rules. 70 Command cards Terrain Tiles 8 Battle dice The Terrain Tiles represent a wide range of terrain features and 6 Block and Dice Label sheets are placed on the battlefield to recreate the historical scenario. 6 Player Aid Cards (1 French National Unit Reference Card, 1 Terrain rules are explained in detail in the Terrain rule section. British/Portuguese Unit Reference Card, 2 Terrain Tile Effects Command Cards Cards, and 2 List of Section and Tactics Cards). Units may only move or battle when given an order. Command 1 Rule Book cards are used to order your troops to move, battle, or do some- 1 Scenario Booklet containing 15 battle scenarios thing special. For a description of all the Command cards, see 340 Blocks: dark blue French units, red British units and brown Command Card rule section. Portuguese units, comprising: Battle Dice 193 small dark blue, red and brown blocks for infantry units Each battle die has six blank indented sides that will require (including 13 spare blocks) stickers. Each die should have the following stickers placed on 87 medium dark blue, red and brown blocks for cavalry its indented faces: two Infantry symbols, one Cavalry symbol, (including 10 spare blocks) one Artillery symbol, one Flag symbol, and one Saber symbol. 60 rectangular dark blue, red and brown blocks for leaders • Infantry: black symbol on blue background and artillery (including 12 spare blocks) • Cavalry: black symbol on yellow background

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• Artillery: black symbol on red background Line and militia infantry, (Light, Light Guard and • Flag: white symbol on black background Light ) and foot artillery (Foot and Guard Foot) classes of • Sabers: white symbol on black background units are differentiated by the absence of any identifying icon. Applying the Stickers: Apply appropriate unit stickers to the Sabers Flag fronts and backs of the blocks for each unit. Place the British unit labels on the red blocks, the Portuguese unit labels on the brown blocks and French unit labels on the dark blue blocks. We suggest that you separate the blocks by color, then sort blocks by size. Start with the British units. Pull out 36 small red blocks. Find the British stickers on sheet 3 of 6. Peel and Cavalry Infantry Artillery place a sticker on the front and back on the 36 small red blocks. When you run out of the 36 blocks, move on to the British Light National Unit Reference Card Infantry. Pull out 10 small red blocks. Find the British Light Infantry stickers on sheet 4 of 6. Peel and place stickers on the Each of the major powers that fought in the Wars of Napoleon front and back on the 10 small red blocks. When you run out will have a National Unit Reference Card. of 10 blocks, move on to the British Light Infantry units A National Unit Reference Card details: that need 6 blocks. Keep going in this fashion until all the Brit- ish units are completed. Then move on to the Portuguese units • The unit types and map set up codes. brown blocks, and then to the French units using the dark blue • Sticker art portraying each listed unit. blocks. It will take a little time but it will be worth the effort! A • The number of blocks that are deployed in a unit. few extra blocks and stickers are supplied as spares. Note: Not all nations had the same organization therefore the Infantry in Square Track and Counters number of blocks for a specific unit type may differ. The two infantry in square tracks and the numbered counters • The unit’s movement in hexes. are used to track infantry units that have formed square on the • Unit specific Battle Dice Modifications plus Command card battlefield. Dice Modifications. • Morale Modifications. • National Notes Units and Leaders Each unit is composed of a certain number of blocks. The num- ber of blocks in a unit may vary by unit type and Nation and is detailed on the National Unit Reference Card. A General, Marshal or Field officer of any rank (hereafter referred to as a leader) is represented by one rectangular block. A single Leader block is not considered a unit. Units Visual Identification Aids French British The following unit class icons found on unit blocks will assist In Square In Square players in set-up and unit recognition. Victory Banner Counters Flaming grenade icon: Grenadier infantry: upper left These 18 Victory Banner counters will track a player’s quest or right of each sticker for the following unit types - for victory. Grenadier, Guard Grenadier, Old Guard Bugle icon: Light infantry: upper left or right of each sticker for the following unit types - Light, Rifle Light, Guard Light and Young Guard Cavalry helmet icon: Heavy cavalry: upper left or right French British of each sticker for the following unit types - Heavy, Victory Banner Victory Banner Guard Heavy, Heavy : upper left or right of each sticker for the following unit types - Horse artillery, Guard horse artillery

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© 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 5 3. SETTING UP A GAME 4. OBJECT OF THE GAME 1. Select a battle from the scenario booklet. The object of the game is to be the first to capture a set number of Victory Banners (usually 5 to 9), depending on the selected PLAY NOTE: If this is your first game of Commands & Colors: battle scenario’s victory conditions. Napoleonics, we recommend that you set up and play the first battle in the Scenario Booklet—Rolica (French First Position) 17 August A Victory Banner is gained for each enemy leader or enemy unit 1808, which is designed to introduce you to the basics of Napoleonic entirely eliminated. When the last block of a unit, or a leader, is warfare and the scenario will give you and your opponent a chance eliminated, collect one Victory Banner. In some scenarios, cap- to master many of the game’s basic play elements. turing certain terrain hexes or accomplishing other battle-specific 2. Place the board in the center of the table. Each scenario speci- objectives can win additional Victory Banners. fies which army is at the top and bottom of the battlefield, and Victory is achieved the instant the last Victory Banner required players should sit on the side closest to the army they will com- is gained. mand. Hand each player the applicable National Unit Reference Card. Each player also takes an infantry in square track and a set A word about multi-player games: Commands & Colors: Na- of infantry in square counters numbered 1-4. Place the track and poleonics is introduced here as a two-player (or two-team) game, the counters near your side of the battlefield. with each side leading one or more warring Nations. While some 3. Place the terrain hexes onto the battlefield as indicated by the components are designed to facilitate larger scale battles, these scenario map. additional capabilities are beyond the scope of the core game. Our EPIC Napoleonic and La Grande Battles scenarios (using 4. Separate the blocks, French forces (dark blue) and British/ a larger size battlefields) will be the subject of a future volume. Portuguese forces (red and brown blocks). We recommend that players initially set one block of the required troop type or lead- er block on the battlefield, using the board’s borders and flank boundaries (dotted lines) to quickly locate the correct hexes. 5. GAME-TURN Then complete each Infantry, Cavalry and Artillery unit with (SEQUENCE OF PLAY) its required number of blocks as detailed in the National Unit Reference Card. Note: Each unit symbol on the map represents The battle notes state which player goes first. The active (attack- an entire unit. ing) player, on his turn, orders the forces under his control into movement and battle with the play of a Command card and its 5. Shuffle the Command card deck thoroughly and deal Com- associated effects. The active player’s opponent is considered the mand cards to each side per the selected scenario’s battle notes. defending player during the turn. Players alternate taking turns, Keep your Command cards a secret from the opposing player. until one of the players reaches the number of Victory Banners Place the remainder of the deck face down, alongside the battle- indicated in the scenario’s victory conditions. field, within easy reach of both players. During your turn follow the sequence shown below: 6. Place the eight battle dice and Victory Banner counters within 1. COMMAND phase: Play a Command card. reach of both players. 2. ORDER phase: Announce all units and leaders you intend 7. Review any special rules or victory conditions that apply for to order, within the limits of the Section or Tactic Command the battle. card just played. 3. MOVEMENT phase: Move all ordered units and leaders, one 8. The starting player, as indicated in the scenario’s battle notes, at a time. Respect National Unit Regulations per the National begins play. Unit Reference Card and terrain movement limitations. 4. COMBAT phase: All movement must be completed before any combat is fought. Battle one ordered unit at a time and each unit’s combat must be fought to completion including any ad- ditional combat actions before another unit’s combat is begun. 5. DRAW phase: Draw a new Command card.

© 2012 & 2016 GMT Games, LLC 6 Command & Colors Napoleonics Phase 1. Command cards have a Bicorn Hat symbol to remind players that leaders may be ordered to detach from a unit and to move PLAY A COMMAND CARD separately when playing these cards. • Assault Command cards allow you to order a number of At the start of your turn, play a Command card from your hand. units equal to your side’s “Command.” The Élan and Rally Place it face up in front of you, and read it aloud. Command cards allow you to roll dice equal to your side’s A Command card usually dictates the number of units or leaders “Command.” A player’s Command is equal to the number of ordered for the turn, as well as the section(s) of the battlefield to Command cards in a player’s hand including the Command which they must belong. Hexes with a dotted line running through card just played. them are always considered as simultaneously belonging to both Note that each unit in square reduces that side’s Command by the corresponding flank and center section. one as one card is randomly removed from the player’s hand and placed on the Infantry in Square Track. Any in square unit There are two types of Command cards. Section cards (left that comes out of square or is eliminated increases Command flank, center and right flank) are recognizable by their iconic by one as that card is returned to the player’s hand. representation of the sections of the battlefield on the lower half of the card. They are used to order a set number of units from the • Units or leaders on a hex with a dotted line running through section arrow(s) highlighted on the card. Tactic cards feature an it may be ordered from either section. illustration, and an explicit description of the number and type • If a Section Command card allows you to issue more orders in of units that can be ordered by the play of the card. When the a given section of the battlefield than you currently have units location of these units is not specified, the Tactic card can be used or leaders in that section, those additional orders are lost. to order units in any section across the battlefield. • If a Tactic card allows you to issue more orders than units you currently have, those additional orders are lost. Anatomy of Units and Leaders Blocks grouped together on a same hex form a unit. The images and text on the unit blocks will help indicate the unit’s troop type, making it easier for both sides to rapidly identify each unit in play. Infantry stickers all show two infantrymen and have a blue stripe on the bottom. Section card Tactic card Cavalry stickers all show one mounted trooper and have a yellow stripe at the bottom. If the situation arises where the Command card just played cannot Artillery stickers all show a with two cannoneers and order any of your units, disregard phase 2 through 4 of the Game have a red stripe at the bottom. Turn and draw a new Command card, which ends your turn. Leader stickers all show a mounted general and have no stripe at the bottom. Phase 2. ORDER YOUR UNITS & LEADERS After playing a Command card, announce which corresponding units and leaders you choose to order. • Only those units and leaders that are issued an order may move, battle, or take a special action during your turn. • You may only give one order to each unit or leader during the Infantry Cavalry Artillery course of a single game turn. A leader in the same hex as a friendly unit is considered “attached” to the unit and must move In Commands & Colors: Napoleonics there are four types of along with the unit unless the leader is ordered to detach. units, roughly corresponding to distinct levels of military train- ing and battle experience. Note: It only costs one order for a unit and its attached leader to move and/or battle together. • Regular units (line infantry, light and heavy cavalry, foot and • When a Section Command card, Leadership card or La Grande horse artillery) - the backbone of all Napoleonic armies. These Manoeuvre card is played, or on a flag roll when the Élan formations are drilled to advance and battle without becoming Command card is played, a leader in the same hex as a unit disorganized. may be ordered to detach from the unit and move by himself. • Irregular units (militia infantry) - recruits drawn from the It costs one order for an attached leader to detached from its masses. Their military training and equipment tends to be unit and moved separately. See Leader Movement. meager or non-existent.

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• Elite units (light, rifle light, grenadier infantry and cuirassier Cavalry Movement cavalry)—experienced in battle, these infantry and cavalry • An ordered light cavalry unit may move 1, 2 or 3 hexes and troops are trained to carry out advanced military maneuvers in battle. the face of the enemy. These troops are usually well equipped • An ordered heavy, heavy cuirassier or guard heavy cavalry and versed in military matters. unit may move 1 or 2 hexes and battle. • Guard units (infantry, cavalry, artillery) - promoted from the ranks, these are the shock troops of an army. Often held in Artillery Movement reserve to deliver the decisive coup-de-grace in battle, they • An ordered foot or guard foot artillery unit may move 1 hex possess the best weapons and the top mounts. and not battle or not move and battle. • A Leader is not a unit, and is represented by a single block. A • An ordered horse artillery unit may move 1 hex and battle or Leader, when attached to a unit, will inspire a unit to perform 2 hexes and not battle. better. Specific unit movement modifiers are detailed on the National Unit Reference Cards. Phase 3. Leader Movement • A leader may only be ordered to move once per turn. MOVE YOUR UNITS & • An ordered leader (either alone in a hex or ordered to detach LEADERS from the unit it is with) may move up to 3 hexes, but does not have to move. Movements are announced and made sequentially, one ordered • A lone leader may move through a hex with a friendly unit, unit or leader at a time, in the sequence of your choice. a hex with a friendly unit and an attached leader, or another • A unit or leader may only be ordered to move once per turn. friendly leader that is alone in a hex, but may not end movement • A unit or leader that is ordered does not have to move. in a hex containing another friendly lone or attached leader. • A unit or leader’s movement must be completed before Note: A friendly unit or leader is defined as all allied units or beginning the movement of another unit or leader. leaders. • Two units may never occupy the same hex or pass through a • A leader that moves onto a hex with a friendly unit may stop hex containing another friendly unit. as long as the unit does not already have an attached leader. • A unit may not move onto or through a hex occupied by an The leader is then considered attached to the unit. enemy unit, enemy leader, or friendly unit. • A leader may not move onto or through a hex occupied by an • A unit may move onto a hex occupied by a friendly leader enemy unit or enemy leader, unless the leader is attempting when the leader block is alone in a hex. The unit must stop and to escape through the occupied enemy hex. move no further on that turn. The leader is considered attached ATTACHED LEADERS: to the unit. A leader in the same hex as a friendly unit is considered “attached” • Ordered units and leaders may move from one section of the to the unit and must move along with the unit unless the leader is battlefield into another. ordered to detach. Important Note: It only costs one order for a • A unit or leader may only move off the battlefield’s baseline or unit and its attached leader to move and/or battle together. lateral edges when explicitly allowed by the scenario’s battle notes. When a Section Command card, Leadership card or La Grande Manoeuvre card is played, or on a flag roll when theÉlan Com- • You may not split off individual blocks from a unit; they must mand card is played, a leader in the same hex as a unit may be stay together and always move as a group. ordered to detach from the unit and move by himself. It costs • A unit that is reduced through casualties may not combine with one order for an attached leader to detach from its unit and move another unit. separately. The unit to which the leader was attached is not • Some terrain features affect movement and may prevent a unit ordered by the leader order, but could be ordered by spending or leader from moving its full distance or battling. Terrain rules another order. are explained in detail in the Terrain rule section. A unit and its attached leader may be ordered simultaneously • A unit or leader may not move onto or through a hex with by spending two orders. During movement, the owning player impassable terrain. chooses what sequence to move the leader and unit. Retreat movement rules vary slightly from regular movement. Retreat rules are explained in detail in the Retreat rule section. Attaching a leader to a unit does not order the unit just joined or the unit the leader just detached from. Infantry Movement • An ordered line, grenadier, Old Guard, guard grenadier or A leader may detach from one unit, move and attach to another militia infantry unit may move 1 hex and battle. unit, but may not move again with the unit he has just joined. The • An ordered light, Young Guard, or rifle light unit may move unit could have been ordered and moved prior to the leader join- 1 hex and battle or 2 hexes and not battle. ing the unit, but once the leader joins the unit it may not move.

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A leader attached to an infantry unit in square cannot be issued an • A unit may only be ordered to battle once per turn; in some order to detach. When the unit is ordered to come out of square, instances after a successful melee a cavalry unit may have the the leader may also be simultaneously ordered to detach on the opportunity for a bonus melee as part of additional combat same turn using an additional order. actions. For additional combat action details refer to the Cavalry Breakthrough and Bonus Melee rule sections. PLAY NOTE: Timing is important when detaching and attach- ing leaders. Once a moving leader attaches to a new unit, the • Normally the base number of Battle Dice rolled in a combat new unit may not move if ordered, but the unit (and the newly is equal to the number of blocks present in the ordered unit. attached leader) may Battle in place. Therefore, the number of casualties (lost blocks) a unit has suffered affects the base number of battle dice the unit will As an example, the owning player selects an Attack Three Units roll in combat. Center Command card and, during the Orders phase, orders a • A leader may not battle when alone in a hex. grenadier infantry unit, its attached leader and a heavy cavalry unit in the center section. RANGED COMBAT (FIRE) Since both the grenadier unit and attached leader were issued Only infantry and artillery units may engage in ranged combat. an order, one order detaches the leader from the grenadiers, and Cavalry units and leaders may not engage in ranged combat. the other allows the grenadier infantry to move and battle. Here A unit with ranged weapons battling an enemy unit more than 1 are two possible outcomes: hex away is said to conduct ranged combat (fire) at that enemy One—The ordered heavy cavalry unit moves first and moves unit (“target unit.”) In ranged combat the target unit must be adjacent to an enemy unit. The detached leader now moves to within both range and line of sight of the firing unit. join the ordered cavalry unit. The ordered heavy cavalry unit and • Ranged combat may not be used against an enemy unit in an attached leader may now battle. The ordered grenadier infantry adjacent hex. unit may also move and battle. • A unit adjacent to an enemy unit may not fire on another, more Two—The player chooses to move the ordered grenadiers be- distant, enemy unit. If the unit chooses to battle, the unit must fore the detached leader (it is equally permissible to move the melee combat the adjacent enemy unit. detached leader before the unit). Had the owning player only • A target unit may not Battle Back after a ranged combat ordered the grenadier infantry unit, the attached leader would attack. have been required to move with it and could not detach. Next, • A target cavalry unit may not Retire and Reform before a the detached ordered leader moves and joins the heavy cavalry ranged combat attack. unit. The ordered leader cannot move further once it attaches, and therefore, unfortunately, the ordered heavy cavalry unit Ranged Combat (Fire) Procedure cannot move either (though it may battle in place). 1. Announce firing unit 2. Check Range Phase 4. 3. Check Line of Sight COMBAT 4. Determine Strength of the Attack 5. Apply Command card Dice Additions Combat is a term that is used for both ranged combat (fire) and melee combat. To fire, a unit must be within range and have a 6. Apply Terrain Battle Dice Reduction line of sight to the target unit. To melee, a unit must be in an 7. Resolve Combat adjacent hex to the target unit. An ordered unit may only engage 8. Score Hits in one type of combat when ordered, even if it is capable of both 9. Apply Retreats types of combat. 1. Announce Firing Unit: Announce the ordered unit you want Combat is resolved, one ordered unit at a time, in the sequence to fire with and the enemy unit it is targeting. Each Ranged Com- of your choice. You may switch between ranged combat and bat attack is declared and resolved one ordered unit at a time, melee combat from one unit to the next; however, you must in the sequence of your choice. You must announce and resolve announce and resolve one unit’s combat, including all related one unit’s Ranged Combat entirely before beginning the next additional combat actions stemming from that battle entirely, unit’s battle. Regardless of the number of enemy units in range, before proceeding to another ordered unit’s combat. each Ranged Combat is conducted by one eligible ordered unit. • A unit that is ordered does not have to battle, even when Ranged Combat by several friendly units against one enemy unit adjacent to an enemy unit. must be made and resolved one at a time. • A unit may not split its battle dice between several enemy 2. Check Range: Verify that your target is within range. The targets during the same combat dice roll. range is the distance between the firing unit and the target unit, measured in hexes. When counting the range in hexes, include the target unit’s hex, but not the firing units hex.

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WEAPON RANGES There are four basic types of units in the Wars of Napoleon: • All infantry units have a range of 2 hexes. Exception: Rifle Light Infantry • Rifle Light Infantry units have a range of 3 hexes • Foot Artillery units have a maximum range of 5 hexes • Horse Artillery units have a maximum range of 4 hexes 3. Check Line of Sight: Verify that your target is within line of sight. A unit must be able to “see” the enemy unit it wants to fire at. This is known as having Line of Sight. Imagine a line drawn from the center of the hex containing the firing unit to the center of the hex containing the target unit. This EXAMPLES: The French light infantry unit on the left (with 4 line of sight is blocked only if a hex between the battling unit blocks) does not move and engages in ranged combat against a and the target hex contains an obstruction. Obstructions include British line infantry unit. The French infantry unit rolls 5 dice a unit or leader (regardless if friend or foe) or some terrain fea- (one for each block plus one for being a light unit). The French tures and the side edge of the battlefield. The terrain in the target light infantry unit on the right (with 3 blocks) moves one hex and unit’s hex does not block line of sight. If the imaginary line runs engages in ranged combat against the same unit. This French along the edge of one or more hexes that contain obstructions, infantry unit rolls 3 dice (when moving, the base number of battle line of sight is not blocked unless the obstructions are on both dice is one half of the three blocks—one and one half rounded up sides of the line. to two for being French plus one for being a light unit).

LoS LoS LoS LoS Blocked Blocked Blocked Blocked Infantry ranged combat modifiers are detailed on the National Unit Reference Cards. LoS LoS Blocked Blocked Foot Artillery—An ordered foot artillery unit, which does not

Firing move, may target an enemy unit 5 or fewer hexes away in any Unit direction, subject to being in line of sight of the firing unit. The number of blocks remaining in the Artillery unit and the distance LoS Blocked to the target determines the number of battle dice to roll (see chart below). LoS LoS LoS Blocked Blocked Blocked • An ordered foot artillery unit that moves may not battle.

EXAMPLE: This illustration shows four of several possible hexes that can be targeted by the firing unit. All hexes where the Line of Sight is blocked are indicated. 4. Determine Strength of the Ranged Attack: Infantry - An ordered infantry unit may target an enemy unit two hexes (three hexes for rifle light units) away in any direc- tion, subject to being in line of sight of the firing unit. The base number of battle dice rolled in ranged combat when the infantry unit does not move is equal to the number of blocks in the infantry unit. When an infantry unit moves one hex, the base number of battle dice rolled is equal to one-half the number of blocks in the unit, rounding up for the French and British armies and rounding down for the . Horse Artillery—An ordered horse artillery unit which does not For other armies, see their National Unit Reference Card to move, may target an enemy unit 4 or fewer hexes away in any determine if the infantry will round up or down when moving. direction, subject to being in line of sight of the firing unit. The number of blocks remaining in the Artillery unit and the distance • A light, Young Guard, and rifle light infantry unit that moves to the target determines the number of battle dice. two hexes may not engage in ranged combat. • A light, rifle light, grenadier and any guard infantry unit will • A horse artillery unit that moves 1 hex may battle, but cannot engage in ranged combat with 1 additional battle die. fire at 4 hex range. © 2012 & 2016 GMT Games, LLC 10 Command & Colors Napoleonics

• A horse artillery unit that moves 2 or more hexes may not battle. leader hits, and in Ranged Combat, sabers do not score a hit). • A horse artillery unit that only has one block remaining may See Leader Casualty Check rule section. not move and battle. DESIGN NOTE: While scores of leaders fell leading their troops, it was considered unchivalrous in that time to fire on lone leaders. 9. Apply Retreats: A flag does not cause a hit, but may cause the unit to retreat. See rule section Retreats. A unit unable to retreat for any reason will lose blocks, and will trigger a casualty check for an attached leader. MELEE COMBAT All units may engage in melee combat. An unattached leader may not engage in melee combat. A unit attacking an adjacent enemy unit is said to be engaging that enemy unit in melee. Targets engaged in melee are always considered within range and in line of sight of their attacker. A unit adjacent to an enemy unit may not use ranged combat 5. Apply Command card Dice Additions: Some Command (fire) against the adjacent enemy unit or target another enemy cards will increase the number of battle dice that a unit will roll unit within fire range. The unit must melee combat the adjacent in ranged combat. enemy unit if it chooses to battle. 6. Apply Terrain Battle Dice Reduction (if any): The terrain the Melee Combat Procedure target unit occupies and in some cases, the terrain the attacking 1. Announce Melee Combat unit occupies, may reduce the number of battle dice rolled in 2. Defending Cavalry Retire and Reform ranged combat. Reduce the number of battle dice rolled accord- 3. Defending Infantry Form Square ingly. Refer to the section on Terrain for battle dice adjustments. 4. Determine Strength of the Attack 7. Resolve Combat: Roll the resulting number of battle dice 5. Apply Command card Dice Additions against the target; hits are resolved first, followed by retreats. 6. Apply Terrain Battle Dice Reduction 8. Score Hits: In ranged combat, the attacker scores 1 hit for each 7. Resolve Combat troop symbol rolled that matches the target unit. Other symbols 8. Score Hits rolled are a miss. 9. Apply Retreats 10. Additional Combat Actions; Taking Ground, Cavalry Ranged Combat Roll Breakthrough, Bonus Melee Attack Score 1 hit on Infantry unit 11. Battle Back (Defending unit’s Battle Back, apply hits and resolves retreats) Score 1 hit on Cavalry unit 1. Announce Melee Combat: Announce the ordered unit you want to melee with and the enemy unit it is targeting. The unit must be adjacent to the targeted enemy unit to engage in melee Score 1 hit on Artillery unit combat. Each melee combat is declared and resolved one ordered unit at a time, in the sequence of your choice. You must declare Does not score a hit in ranged combat and resolve one unit’s melee combat entirely, including any ad- ditional combat actions: Taking Ground, Cavalry Breakthrough, Bonus Melee Attack, and the defender’s Battle Back, before A flag does not cause a hit, but may cause the unit to beginning the next unit’s combat. retreat If the defender holds a First Strike card, it must be played when the melee combat is declared, before the attacker’s battle dice For each hit scored, 1 block is removed from the target unit. When are rolled. the last block in the opponent’s unit is removed, you collect a Melee Combat by several friendly units against one enemy unit Victory Banner. If more hits are rolled than the number of blocks must be made and resolved one at a time. (Exception: Combined in the enemy unit, these additional hits have no effect. Arms Combats). Hitting a Leader: When an enemy unit with an attached leader 2. Cavalry Retire and Reform: When being attacked in melee takes a hit in range combat, the attached leader must make a by an enemy infantry unit, a cavalry unit may choose to Retire leader casualty check. A leader not attached to a unit (alone in and Reform instead of staying and fighting in the melee. See a hex) may not be targeted in ranged combat (only sabers cause Cavalry Retire and Reform rule section. © 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 11

3. Defending Infantry Form Square: An Infantry Square is a • A foot artillery unit that only has one block remaining will roll defensive formation used by infantry units to counter an enemy 3 battle dice in melee combat. cavalry attack. An infantry unit may choose to form square during • A guard foot artillery unit with any number of blocks will the opponent’s turn when a cavalry unit is about to melee attack melee with 1 additional battle die. the infantry unit. See Infantry Square rule section. Horse Artillery - An ordered horse artillery unit may be able to 4. Determine Strength of the Attack: target an enemy in the adjacent hex in melee. Infantry - An ordered infantry unit may stay in position or move • A two or three block horse artillery unit that does not move, one hex and melee an enemy unit on an adjacent hex. In melee or moves only one hex, rolls 3 battle dice in melee. combat, the base number of battle dice rolled is equal to the • A two or three block horse artillery unit that moves 2 hexes number of blocks in the unit, even if the infantry unit has moved may not melee. prior to the melee combat. • A horse artillery unit that has only one block remaining and • A light, Young Guard or rifle light infantry unit that moves does not move will roll 2 battle dice in melee combat. two hexes may not engage in melee combat. • A horse artillery unit that has only one block remaining may • A French Old Guard unit will battle with two additional battle not move and melee. dice in melee combat. Any other guard infantry unit or any Foot and Horse Artillery melee combat modifiers are detailed grenadier unit will battle with 1 additional battle die in melee on the National Unit Reference Cards. combat. • A rifle light or militia infantry unit does not score a hit when 5. Apply Command card Dice Additions: Some Command it rolls a saber in melee combat. cards increase the number of battle dice that a unit rolls in melee combat. (See national Unit Reference cards) Infantry melee combat modifiers are detailed on the National Unit Reference Cards. 6. Apply Terrain Battle Dice Reduction (if any): The terrain on which the target unit is on and in some cases the terrain the attack- ing unit is on may reduce the number of battle dice rolled in melee combat. Reduce the number of battle dice rolled accordingly. Refer to the section on Terrain for battle dice adjustments. 7. Resolve Combat: Roll the resulting number of battle dice against the target; hits are resolved first, followed by retreats.8. Score Hits: In melee combat, the attacker scores 1 hit for each troop symbol rolled that matches the target unit and 1 hit for each saber symbol rolled. A saber symbol scores 1 hit regardless of the troop type being targeted. Other symbols rolled are a miss. Melee Combat Roll Score 1 hit on Infantry unit EXAMPLE: The British line infantry unit with 4 blocks moves one hex and engages in melee combat against a French line infantry unit. The British infantry unit rolls 4 dice. Score 1 hit on Cavalry unit

Cavalry - A light cavalry unit may stay in position or move up to three hexes and melee combat an adjacent enemy unit. A heavy Score 1 hit on Artillery unit cavalry unit may stay in position or move up to two hexes and melee combat an adjacent enemy unit. The base number of battle dice rolled for a cavalry melee combat is equal to the number of Score 1 hit in melee on any unit or an unattached lead- blocks present in the attacking cavalry unit. er. Militia units and rifle light infantry are an exception. • A heavy, cuirassier heavy or guard heavy cavalry unit will A saber rolled by militia or rifle light infantry does not battle with 1 additional battle die in melee combat. score a hit against enemy units in melee, but a saber rolled by militia or rifle light infantry against an unattached leader will hit Cavalry melee combat modifiers are detailed on the National and eliminate the leader. Unit Reference Cards. A flag does not cause a hit, but may cause the unit to Foot Artillery - An ordered foot artillery unit, which does not retreat. move, may target an enemy in the adjacent hex in melee. An or- dered foot artillery unit that moves may not melee on this turn. For each hit scored, 1 block is removed from the target unit. When • An ordered foot artillery unit with two or three blocks the last block in the opponent’s unit is removed, you collect a remaining rolls 4 battle dice in melee combat. Victory Banner block. If a player rolls more hits than the number of pieces in the enemy unit, these additional hits have no effect.

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Hitting a Leader: When you target an enemy unit with an Only one leader casualty check is required from a single combat attached leader in melee combat and score a hit on the unit, the dice roll. For example, when a unit with an attached leader is attached leader must take a Leader Casualty check. A leader when attacked and the unit loses one or more blocks from the combat not attached to a unit (alone in a hex) may be attacked normally dice rolled, after the combat loss blocks are removed, there is a in melee. See Leader Casualty Checks rule section. leader casualty check. If the unit is also forced to retreat, but the unit the leader is with cannot complete its entire retreat move- 9. Apply Retreats: A flag does not cause a hit, but may cause the ment, the unit must also lose additional blocks, another leader unit to retreat. See Retreats rule section. A unit unable to retreat casualty check is not required, because the same combat dice for any reason will lose blocks, and will trigger a casualty check roll caused the retreat block losses. for an attached leader. Attached Leader’s Unit Eliminated: When a leader 10. Additional Combat Actions: See rule sections for Taking is attached to a unit and the unit loses one or more Ground, Cavalry Breakthrough and Bonus Melee Attack. blocks, eliminating the unit and leaving the leader alone 11. Battle Back: The defending enemy unit may Battle Back in the hex the leader casualty check is made with 1 battle die. To against an attacking unit, if one or more of the defending unit’s hit the leader a saber symbol must be rolled. If the leader is not blocks survived the melee combat attack and the defending unit hit, the leader must retreat 1, 2, or 3 hexes. If the leader is on a did not retreat from its hex. The attacking player’s unit, that friendly map edge hex, he must retreat off the map. A leader that conducted the initial attack, is now considered in a defending retreats off his friendly map edge hex does not give your op- posture. ponent a Victory Banner. During a Battle Back the unit calculates its strength, any terrain When a leader is attached to a unit that is forced to retreat and the battle dice reduction, rolls the battle dice, determines hits and unit has all of its blocks eliminated because it could not complete retreats, and applies them in the same manner as the attacker. its retreat movement, the leader must retreat from the hex where the last unit block was removed. After the defending player’s Battle Back, the melee will stop; i.e. there is never any Battle Back on a Battle Back. If a unit loses its last block because enemy units occupy the only possible retreat path hexes, the leader must use “Escape” rules • If the defending unit is forced to retreat out of its original hex, to move through one of the enemy units and reach an open or it may not Battle Back, even if its retreat move places the unit friendly hex. in a hex that is still adjacent to the attacking unit. • If the defending unit was unable to fulfill a required retreat, When a unit loses its last block at the map edge because it cannot it may Battle Back as long as it still has one or more blocks retreat further, the leader must retreat off the map edge. A leader remaining on the battlefield after taking block losses for not that retreats off a friendly map edge hex does not give your op- completing its retreat. ponent a Victory Banner. • A defending unit that is Battling Back may not Take Ground, When a unit loses its last block because its retreat path is occupied conduct Cavalry Breakthrough or take a Bonus Melee Attack. by impassable terrain hexes, the attached leader is also eliminated • A First Strike Command card may not be played against a unit if it too cannot retreat into the hex. In this instance, the leader’s that is Battling Back. elimination yields a Victory Banner to the opponent. • A defending unit being attacked in melee by more than one When a unit is eliminated any flags rolled against an eliminated enemy unit may Battle Back against each attacking unit so unit have no effect on the leader, however the leader, after the long as the defending unit is not eliminated or retreated. Each leader casualty check, must retreat 1, 2, or 3 hexes. melee and battle back is resolved one unit at a time. LEADER CASUALTY CHECK When a leader’s unit is eliminated in melee combat, the attacking unit may Take Ground or Cavalry Breakthrough onto the vacated Your opponent will always roll for your Leader Casualty check. hex after the leader retreats from the hex. When a leader is hit, remove the leader block from the battlefield and collect a Victory Banner. Unattached Leader: A leader alone in a hex may not be targeted in ranged combat but an unattached leader may be attacked in me- Attached Leader: When a leader is attached lee. When a leader is alone in a hex, the attacking enemy unit rolls to a unit and the unit loses one or more blocks its normal melee battle dice. One or more saber symbols rolled without being eliminated, there is a chance that will score a hit and eliminate the leader, even from a unit that the leader may also be hit. Make a leader casualty check by roll- normally does not score a hit on a saber roll in melee combat. If ing 2 battle dice. To hit the leader two saber symbols must be the leader is not hit, the leader must retreat 1, 2, or 3 hexes. Flags rolled. rolled against the leader have no effect on the unattached leader. A leader casualty check must be made when a unit loses a The attacking unit may Take Ground or Cavalry Breakthrough block from: onto the vacated hex, after the leader retreats from the hex. • Ranged Combat • Melee Combat • Failure to complete a retreat move © 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 13

RETREATS square, however a unit in square may not receive support from After all combat hits have been resolved and blocks removed, friendly units and leaders in adjacent hexes. retreats are resolved. For each retreat flag rolled against a unit, • Some terrain features will allow a unit defending on the terrain the unit must move one hex back toward its own side of the to ignore one flag. See Terrain rule section. battlefield. Two flags will force the unit back two hexes, etc. • A Grenadier unit may ignore one flag. (Exception: Militia units retreat three hexes per flag). The player • A Cuirassier heavy cavalry unit may ignore one flag. controlling the retreating unit decides which hex the unit retreats onto, using the following rules: • A Guard unit may ignore one or two flags (See National Unit Reference Cards). • A unit must always retreat toward its controlling player’s side of the board, regardless of what direction the attack came from. • Cavalry can never ignore a bounce flag result from an infantry Units may not retreat toward the opponent’s side of the board unit in square regardless of how many retreat flags they or sideways. normally could ignore. • Terrain that is not impassable has no effect on retreat moves, Specific unit Morale modifiers are detailed on the National Unit therefore a retreating unit may move onto or through a forest, Reference Cards. a fordable river, etc., without stopping. Impassable terrain Leader’s Retreat features, however, will prevent a unit’s retreat, resulting in Leaders retreat somewhat differently from units. A leader’s retreat block loss, possible elimination, and possible leader loss. movement is 1, 2, or 3 hexes back towards its own side of the • A unit may not retreat onto, or through, a hex already containing battlefield, the owning player’s choice. another friendly unit or an enemy unit or enemy leader. • A leader, attached to a unit that must retreat, will retreat to the • An attached leader must retreat with its unit when the unit is same hex as the attached unit. forced to retreat. • When a leader is attached to a unit and the unit loses its last • Leaders Stop Retreats: A unit without an attached leader may block by ranged combat, melee combat, or because the unit retreat onto a hex that contains an unattached friendly leader cannot complete its entire retreat move, if the leader is not (i.e. a leader alone in a hex). The leader is immediately attached eliminated on the leader casualty check, the leader must retreat to that unit and the unit’s retreat stops in the leader’s hex. The 1, 2, or 3 hexes. retreating unit will ignore any additional retreat movement. • When an unattached leader is attacked in melee combat, if the • If the unit cannot retreat, because its retreat path is occupied leader is not eliminated, he must retreat 1, 2, or 3 hexes. or it is forced to retreat off the limits of the battlefield, one block must be removed from the unit for each retreat hex of You may choose to retreat your leader off your side of the movement that cannot be completed. battlefield. This saves the leader from becoming a Victory Ban- • A militia unit must move three hexes back toward its own side ner for your opponent, but you lose a strong command piece by of the battlefield for each retreat flag rolled against it. doing so. Specific unit retreat movement modifiers are detailed on the When a leader retreats he must follow these rules: National Unit Reference Cards. • A leader’s retreat movement is 1, 2, or 3 hexes back towards Bolster Morale its controlling player’s side of the battlefield. The player who controls the leader determines the number of hexes he will Some situations allow a unit to disregard one or more flags rolled move, and the path he will take as he retreats. against it. Disregarding a flag result is optional and the owning player may always decide to accept a flag result. If more than • Terrain that is not impassable has no effect on retreat moves, one flag result can be ignored, the owning player can choose therefore a retreating leader may move onto or through a forest, to ignore one (or more) and accept one (or more). A unit may a fordable river, etc., without stopping. Impassable terrain will choose to disregard flags rolled against it each time it is attacked. prevent a retreat movement, and a leader unable to retreat one If more than one of the following situations applies, the effects hex due to impassible terrain will be eliminated. The opponent are cumulative. gains one Victory Banner when the leader is eliminated. • A leader may not end his retreat movement in a hex that contains • A unit may disregard one flag when a leader is attached to the another friendly leader, an enemy unit or enemy leader. unit. If the unit loses one or more blocks in combat, the leader must survive the leader casualty check for the unit to ignore the • A leader may retreat through a hex that only contains a friendly flag. Note retreats are resolved after all combat block losses unit or may choose to stop his retreat in the hex and attach to are removed and a leader casualty check is made. the unit. • A unit may disregard one flag when supported by two or more • A leader may retreat through a hex that contains a friendly unit friendly units. Supporting units may be on any hexes that are with a leader or an unattached friendly leader. adjacent to the unit. • A leader retreating through a unit’s hex does not affect a unit. • A leader when alone in a hex may act as one adjacent support • A retreating leader may retreat through a hex containing an en- and can provide support just as a friendly unit does. emy unit, but this is governed by the rules for Leader Escape. • A square may act as one adjacent support unit for units not in

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Leader Escape unit, and obtains two saber symbols and one flag. Only one saber When enemy units occupy a leader’s designated retreat path, is needed, and the leader is hit and eliminated, one hex short of the retreating leader must attempt to escape through the enemy safety. The opposing player earns one Victory Banner for the occupied hex. eliminated leader. Leader Escape Procedure: Move the leader onto the enemy ADDITIONAL COMBAT ACTIONS hex and allow the enemy unit in the hex to battle the leader. The During the combat phase, after a melee combat an attacking unit attacking unit uses its normal number of melee combat dice. may be entitled to take one or more additional actions. These The leader does not benefit from terrain in the hex. One or more actions are defined below. saber symbols rolled will score a hit and eliminate the leader, even from a unit that normally does not score a hit on a saber Infantry Taking Ground roll in melee combat. The opponent gains one Victory Banner When an ordered infantry unit attacks in melee combat and when the leader is eliminated. eliminates or forces the defending enemy unit or leader to re- If the leader is not hit, his escape is successful and he continues treat from the hex it occupies, the infantry unit has conducted a with his retreat move. Should an enemy unit also occupy this successful melee combat. The victorious attacking infantry unit hex, the leader must again undergo the Escape procedure. Should may advance (move) onto that vacated hex. This is referred to the third hex also be occupied by an enemy unit, the leader is as Taking Ground. eliminated and the opponent gains a Victory Banner. • Taking Ground is never mandatory; it remains the attacking player’s choice. Leader Escape Examples • Taking Ground is subject to normal terrain movement 1) An enemy Line Infantry unit (with two restrictions. blocks) and a Light Cavalry unit (with three blocks) occupy the two hexes behind a lone • An infantry unit that attacks a cavalry unit may Take Ground leader who must retreat. The hexes behind after the cavalry unit chooses to Retire and Reform. these two enemy units are vacant. The lead- • An infantry unit that attacks a leader alone in a hex may Take LI LC er chooses to retreat through the hex with the Ground after the leader retreats or is eliminated. Leader two Line Infantry blocks because the oppos- • A unit in square cannot Take Ground after a successful melee ing player will only roll two dice instead of combat. the three dice the Light cavalry unit would roll. The opposing player rolls two dice and gets one Infantry Artillery Taking Ground symbol and one Artillery symbol. Since no saber symbols were An Artillery unit attacking in melee may not Take Ground. rolled, the leader successfully escapes and finishes the Retreat Cavalry Breakthrough after moving one or two more hexes. When an ordered cavalry unit attacks in melee combat and elimi- 2) The hex behind a lone leader is vacant. The nates or forces the defending enemy unit or leader to retreat from Friendly the hex it occupies, the cavalry unit has conducted a successful Unit next hex is occupied by a three block enemy heavy cavalry unit. A friendly unit without a melee combat. The victorious attacking cavalry unit may advance leader occupies the hex behind the heavy caval- (move) onto the vacated hex, after advancing onto the vacated ry unit. The leader could make a one hex Retreat hex, the cavalry unit may then move one additional hex. The HC onto the vacant hex, but elects to Retreat three advance onto the hex and the additional hex of movement is hexes, ending on the hex with the friendly unit. referred to as a Cavalry Breakthrough. Upon entering the second hex containing the • A Cavalry Breakthrough is never mandatory; it remains the Leader heavy cavalry unit, the Retreat move halts, and attacking player’s choice. the opposing player rolls four dice (heavy caval- • The one additional hex of movement, after the cavalry unit ry melees with 1 extra die), obtaining two flags moves onto the just vacated enemy hex, is never mandatory. and two infantry symbols. Since no saber symbols were rolled, A cavalry unit that only moves onto the just vacated enemy the leader successfully escapes and continues the Retreat move hex is still considered to be on breakthrough. onto the third and final hex containing the friendly unit. • A cavalry unit that moves onto the just vacated enemy hex 3) The only available Retreat path has an enemy and then returns to its original hex is still considered to be on two block Infantry unit on the first hex and an a Cavalry Breakthrough. enemy light cavalry three block unit on the second • The movement on a Cavalry Breakthrough is subject to normal hex. The retreating leader moves onto the first terrain movement restrictions. LC hex and halts while the opposing player rolls two • A cavalry unit that attacks a leader alone in a hex may break- dice for the infantry unit, obtaining a flag and a through onto the vacated hex after the leader retreats or is LI cavalry symbol. The escape succeeds, but the eliminated. leader now must undergo another escape attempt Leader as the leader is moved onto the second hex. The opposing player rolls three dice for the cavalry

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Take Ground and Cavalry Breakthrough After the defending player’s Battle Back, the melee will stop; Limitations i.e. there is never any Battle Back on a Battle Back. The following situations do not allow a unit to Take Ground or • If the defending unit is forced to retreat out of its original hex, conduct Cavalry Breakthrough: it may not Battle Back, even if its retreat move places the unit • Ranged combat attacks never give the attacking unit the in a hex that is still adjacent to the attacking unit. opportunity to Take Ground. • If the defending unit was unable to fulfill a required retreat, • An artillery unit attacking in melee may not Take Ground. it may Battle Back as long as it still has one or more blocks • A defending unit that is Battling Back may not Take Ground remaining on the battlefield after taking block losses for not or conduct Cavalry Breakthrough. completing its retreat. • A defending unit that uses the First Strike Command card • A defending unit that is Battling Back may not Take Ground, against an attacking unit is not eligible to Take Ground or conduct Cavalry Breakthrough or take a Bonus Melee conduct Cavalry Breakthrough. Attack. • A First Strike Command card may not be played against a unit Cavalry Bonus Attack that is Battling Back. After a successful melee combat a cavalry unit that makes a breakthrough is eligible to battle in melee combat a second time. This second melee is called a Bonus Attack. Phase 5. • Only cavalry units, after a successful melee, are entitled to a END OF TURN & END GAME Bonus Attack. An infantry or artillery unit may not make a Bonus Attack. After completing all movement and resolving all hits, retreats • If a cavalry unit does not move onto the vacant hex, it forfeits and additional combat actions for all ordered units, discard the the opportunity to make a Bonus Attack, even if it is adjacent Command card played and draw another Command card from to other enemy units. the deck. Your turn is over. • A Bonus Attack action is optional. The cavalry unit, after a When a defending player has used the First Strike Command successful melee, is not forced to breakthrough and attack card during the turn, he draws a replacement card at the end of again. the turn before the active player. • The target of the Bonus Attack does not have to be the same If the draw deck runs out of cards, shuffle the discards to form unit as the original unit that was attacked in melee, even if the a new draw deck. A new draw deck is also formed after the play original target is still adjacent. of the Élan Command card. The discards are shuffled back with • Terrain movement and combat restrictions apply to a Bonus the draw deck to form a new draw deck. Attack the same as they do to normal melee attacks. • A cavalry unit may only make one Bonus Attack on a turn. End Game and Victory Conditions • An attacking cavalry unit that eliminates or forces the enemy Players alternate taking turns, until one player reaches the unit to retreat on its Bonus Attack may move onto the vacated number of Victory Banners indicated by the scenario’s victory hex. It may not move an additional hex nor is it eligible for conditions. another Bonus Attack. In addition to capturing Victory Banners through the elimination • A cavalry unit’s initial melee combat, Cavalry Breakthrough of enemy units, in some scenarios capturing certain terrain hexes and Bonus Attack must all be completed before beginning the or accomplishing other battle specific objectives can win addi- next unit’s combat. tional Victory Banners. Such victory conditions will be spelled • A Combined Arms Combat may be declared with a Bonus out in the scenario’s battle notes. Attack. A game ends the moment a player reaches his required number Defending Unit’s Battle Back of Victory Banners, regardless of when this occurs during a game In a melee combat, the defending enemy unit may Battle Back turn. This means that a game might even end on a successful against the attacking unit if one or more of the defending unit’s Battle Back with victory for the active player’s opponent. blocks survived the melee combat attack and the defending unit did not retreat from its hex. The attacking player’s unit, that conducted the initial attack, is now considered in a defending posture. During a Battle Back the unit calculates its strength, any terrain battle dice reduction, rolls the battle dice, determines hits and retreats, and applies them in the same manner as the attacker.

© 2012 & 2016 GMT Games, LLC 16 Command & Colors Napoleonics 6. NAPOLEONIC TACTICS • A cavalry unit may not Battle Back when it elects to Retire and Reform, even if it ends in a hex that is adjacent to the infantry AND ACTIONS unit that was making the melee attack. CAVALRY RETIRE AND REFORM • A cavalry unit may not Retire and Reform when an infantry When being attacked in melee by an enemy infantry unit (includ- unit Battles Back. ing Combined Arms Combats), a cavalry unit may choose to • An attacking cavalry unit may not Retire and Reform when a Retire and Reform instead of staying and fighting in the melee. defending infantry unit plays a First Strike command card. Before an infantry unit is about to melee an enemy cavalry • A cavalry unit without an attached leader may Retire and Re- unit, the attacking player must ask if the cavalry unit is going to form one hex onto a hex that contains an unattached friendly Retire and Reform. The defending player must then declare that leader (i.e. a leader alone in a hex). The leader is immediately the cavalry unit will Retire and Reform or that the cavalry unit attached to the unit and the cavalry unit does not have to retire will not Retire and Reform, before the attacking infantry unit and reform its second hex (it must stop then on Leaders hex). rolls its battle dice. INFANTRY SQUARE A cavalry unit may not Retire and Reform if it cannot retire 2 An Infantry Square is a defensive formation used hexes towards its side of the battlefield. Occupied hexes, im- by infantry units to counter an enemy cavalry melee passable terrain and the edge of the battlefield may prevent the attack. While an infantry unit is in square it may cavalry unit from retiring 2 hexes. not move, but may be ordered to battle. While in square, the When the cavalry unit does not choose to Retire and Reform, or maximum number of battle dice an infantry unit may ever roll cannot Retire and Reform, the melee is resolved normally. in ranged combat or in melee is 1 die. Nothing will increase the number of battle dice an infantry unit in square may roll, except Before the cavalry unit conducts Retire and Reform when an infantry square is ordered as part of a Combined Arms movement, the attacking infantry unit determines and Combat. An infantry square’s battle die however, may be reduced rolls the proper number of melee battle dice against the by terrain modifiers so the infantry unit in square may not have cavalry unit. Artillery battle dice in a Combined Arms Combat a die to roll. are still rolled along with the infantry battle dice before the cav- alry unit conducts Retire and Reform movement. Only the cav- Forming Square and Combat alry icons will score a hit when a cavalry unit Retire and Reforms. An infantry unit with any number of blocks may choose to form All other symbols, including sabers and flags, are ignored. If the square during the opponent’s turn before a cavalry unit is about cavalry unit receives a hit and has an attached leader, a leader’s to melee attack the infantry unit. The attacking cavalry player casualty check is made. After the attacking infantry unit’s dice must ask if the infantry unit is going to form square. The player roll, the cavalry unit’s Retire and Reform movement of 2 hexes in control of the infantry must make the choice to form square toward its own side of the battlefield is made. or take on the full force of the cavalry attack. • The attacking infantry may Take Ground after a cavalry unit An infantry unit may not form square in the following situa- vacates the hex. tions: • When you hold two or fewer Command cards in your hand. • When the infantry unit is on certain terrain hexes, see Terrain rule section.

EXAMPLE: The cavalry unit is attacked and the French player announces he would like to Retire and Reform. The British player is first allowed to roll four dice (for his four blocks) hitting on only cavalry symbols. If the French cavalry unit survives the attack it must retire two hexes towards the friendly side of the board. EXAMPLE: The opposing player draws one card from the Hexes marked A are prohibited since each hex moved must be player’s hand and places it on the owning player’s Infantry In closer to the friendly board edge. Hexes B and C are prohibited Square Track. The corresponding Square marker is placed on since B is occupied and C is impassable terrain. The only legal the map adjacent to the unit. destination hex is D. © 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 17

• When a cavalry unit is Battling Back. NOTE: An Infantry in Square counter does not count as a block • When an infantry unit is attacking a cavalry unit in melee and that can be removed to satisfy combat or retreat losses. the cavalry unit plays a First Strike Command card. When a cavalry unit has caused an infantry unit to form square, • When all spaces on a player’s square track are filled with the infantry unit in square will battle first with 1 die, even though Command cards. the opponent is the active player (an exception to the normal If the infantry unit does not choose to form square, the cavalry melee combat sequence). melee attack is resolved normally. The maximum number of battle dice an infantry unit in square When the infantry unit chooses to form square, the attacking may roll in melee combat is 1 die. Command card additional cavalry player selects one card at random from the defending dice and troop type additions will not increase the number of infantry player’s hand of Command cards. The attacking player dice a square will roll. Terrain modifiers, however, may reduce cannot look at the card selected. The card is placed face down an infantry unit’s battle dice. An infantry unit therefore may not on the defending player’s Infantry in Square Track and the cor- have a die to roll. responding Numbered Square counter is placed on the infantry unit’s hex to indicate the unit is in square. A player may, at any An infantry unit in square when ordered as a Combined Arms time, look at the cards on his infantry in square track, but these Combat, will add to its 1 battle die the artillery’s dice from the cards can never be moved around on the track. Combined Arms Combat.

4. If the French cavalry was not eliminated or forced to retreat, the French cavalry unit will battle back with 1 die against the British infantry unit in square.

EXAMPLE OF ATTACKING AN INFANTRY SQUARE: French Player’s Turn 1. A French cavalry unit is ordered to attack a British infantry unit and the British infantry unit chooses to form square. 2. A Command card is selected at random from the British player’s hand of cards. The card selected is placed on the Brit- ish Infantry in Square Track and the corresponding Numbered Square counter is placed on the British infantry’s hex. French Player’s Turn 3. The British infantry in square battles first with 1 die against the 1. A French infantry unit is ordered to move up and attack the French cavalry unit. If the British infantry rolls a flag (referred to British infantry unit in square. The French cavalry unit is also as a bounce flag) the French cavalry unit must retreat; a Leader ordered to attack the British infantry unit in square. with the cavalry has no effect against a bounce flag. 2. The French infantry unit battles in melee against the British 4. If the French cavalry was not eliminated or forced to retreat, unit in square with its normal number of melee battle dice. the French cavalry unit will attack with 1 die against the British 3. If the British infantry unit in square is not eliminated it may infantry unit in square. battle back in melee with 1 die against the French infantry unit. British Player’s Turn 4. The French Cavalry unit announces it is going to melee against 1. The British player orders his infantry unit in square to attack the square. the French cavalry unit. 5. The British infantry in square battles first with 1 die against 2. The French cavalry unit may choose to Retire and Reform. the French cavalry unit. If the British infantry rolls a flag the With only one die to be rolled by the square, the cavalry unit French cavalry unit must retreat. chooses to stay and melee. 6. If the French cavalry was not eliminated or forced to retreat, 3. The British infantry in square battles with 1 die against the the French cavalry unit will attack with 1 die against the British French cavalry unit. If the British infantry rolls a flag the French infantry unit in square. cavalry unit must retreat. © 2012 & 2016 GMT Games, LLC 18 Command & Colors Napoleonics

Bounce Flag: Anytime an infantry unit in square rolls may also be ordered to melee combat. The maximum number of a flag against an adjacent cavalry unit, it will force the battle dice an infantry unit in square may roll in melee combat cavalry unit to bounce away from the square. A bounce is 1 die. A unit in square cannot Take Ground after a successful flag rolled against a cavalry unit by an infantry unit melee combat. An infantry unit in square may be ordered as part in square may not be ignored for any reason. If the cavalry unit of a Combined Arms Combat. It will add its 1 battle die to the cannot retreat, one block is lost for each retreat hex the cavalry artillery’s dice from the Combined Arms Combat. unit cannot complete. Coming out of Square Note: All flags rolled in a square plus artillery Combined Arms It is important to note that an infantry square is formed during Combat are considered bounce flags. the opponent’s combat phase, while an infantry unit in square If the cavalry unit is not eliminated or forced to retreat from its may only be ordered to come out of square during the active hex when being attacked by the infantry in square, the cavalry player’s order phase. unit may melee against the infantry square with a maximum of An infantry unit in square may not be ordered out of square 1 battle die. Command card additional dice and troop type ad- when there is an enemy cavalry unit on any adjacent hex. The ditions will not increase the number of battle dice a cavalry unit cavalry unit prevents the infantry unit from being ordered out will roll against the square. Terrain modifiers, however, may of square. reduce a cavalry unit’s battle dice. A cavalry unit therefore may not have a die to roll. A cavalry unit attacking a square when If there are no enemy cavalry units on an adjacent hex, an infantry ordered as a part of Combined Arms Combat will add to its 1 unit in square may be given an order and come out of square. battle die the artillery’s dice from the Combined Arms Combat The numbered Infantry in Square Counter is removed from the (See Combined Arms Combat). hex and returned to the Infantry in Square Track and the Com- mand card is taken from infantry in square track and returned A cavalry unit that is being attacked in melee by an enemy in- to the player’s hand. fantry unit in square may play a First Strike Command card. The cavalry unit will still only roll 1 battle die against the infantry The infantry unit coming out of square suffers no movement square. or combat penalties. It may move and/or battle normally. For example, an infantry unit coming out of square that does not Infantry Squares vs. Infantry & Artillery Units: An infantry move may conduct ranged combat without any movement battle or artillery unit may engage an enemy infantry unit in square dice reduction. with ranged combat normally. An individual infantry or artillery unit will also melee normally against an enemy infantry unit When a unit in square’s last block is eliminated and removed, the in square, battling first against the enemy square. If the square numbered Infantry in Square counter is removed from the hex is not eliminated in melee, the square may then Battle Back in and returned to the Infantry in Square Track and the Command melee with 1 die. It is also possible for an individual infantry unit card is taken from the track and returned to the player’s hand. to melee against an enemy square as part of a Combined Arms Combat along with one or more friendly ordered artillery units COMBINED ARMS COMBAT (See Combined Arms Combat). When an ordered infantry or cavalry unit is about to attack an enemy unit in melee, one or more ordered artillery units may Infantry Squares and Retreats: An infantry unit in square, combine their battle dice with the attacking unit. A combined because it cannot move, will lose one block for each retreat hex arms combat must be declared before any battle dice are rolled. the unit cannot complete. If the infantry unit’s retreat movement is more than one hex for a flag, the unit will take multiple losses All ordered artillery units in the combined arms combat must be for each flag rolled against it. An infantry unit in square may in range and have a clear line of sight to enemy unit that is being ignore one or more flags when a leader is attached and/or the attacked. An Artillery unit on a hill may not combine arms if it unit’s troop type allows it to ignore a flag. must fire over the heads of a friendly unit on a lower adjacent hex. To participate in a Combined Arms Combat, the artillery Support: A square may act as one adjacent support unit for units unit must have an unobstructed line of sight path to the targeted not in square, however a unit in square may not receive support enemy. No units or terrain may occupy the line of sight path in from friendly units /and leaders in adjacent hexes. a declared combined arms combat. Infantry Squares and Attached Leaders: A leader attached to an infantry unit in square cannot be issued an order to detach. Combined Arms Combat Procedure However, when the unit is ordered to come out of square, the The infantry or cavalry unit determines the number of battle dice leader may also be ordered to detach on the same turn using an it will roll in the melee combat including any terrain reductions. additional order. The artillery unit determines the number of battle dice it will roll including any terrain reductions. The artillery’s battle dice are Infantry Squares Attacking: An infantry unit in square can be added to the battle dice of the friendly unit making the melee given an order to battle. An infantry unit in square may engage attack. All the dice are rolled together at the same time. There in ranged combat when there are no enemy units in an adjacent may be an occasion where the infantry or cavalry unit battle dice hex. The maximum number of battle dice an infantry unit in result is zero. The artillery unit engaging in combined arms will square may roll in ranged combat is 1 die. An infantry square still roll its determined number of battle dice.

© 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 19

In a Combined Arms Combat, even though the artillery unit may not be in melee, each saber symbol rolled will score a hit. However, when an artillery unit engages in combined arms with a unit that does not hit on sabers in melee, the artillery dice added to the melee will also not hit on sabers. When an artillery unit and the attacking unit are both adjacent to the enemy unit being attacked with combined arms, if the enemy unit Battles Back it must fight against the infantry or cavalry unit, not against the artillery. Any ordered artillery included in a Combined Arms Combat with a cavalry unit that melees an enemy infantry unit in square EXAMPLE: The Artillery unit on the hill can provide Combined Arms fire to the melee attack at A because its Line of Sight is not can lose its Combined Arms Combat. This will happen if the blocked by any units or terrain. It may NOT provide Combined infantry unit in square, when fighting first, either eliminates the Arms fire at B because it cannot fire over the friendly unit meleeing cavalry unit or causes the cavalry unit to bounce retreat. The the target unit B. artillery unit’s combined arms battle dice are lost, because the cavalry attack is repulsed before the cavalry unit could make the melee attack. If a defending unit plays a First Strike card against an infantry 7. TERRAIN or cavalry Combined Arms Combat and either eliminates the Terrain tiles are placed on the battlefield when setting up a sce- attacking infantry or cavalry unit or forces it to retreat, the nario and will remain in place and in effect for the entire game artillery’s combined arms dice are lost because no attacker melee unless a scenario specifies removal. The Terrain Tile Effects occurred. Chart covers a variety of terrain, some of which have already been introduced in later expansions for the Commands & Colors Napoleonics game. FOREST Movement: A unit or leader that enters a Forest hex must stop and may move no further on that turn. An infantry unit may form square on a Forest hex. Battle: A unit may not battle the turn it moves onto a Forest hex. Light infantry, Young Guard, rifle light infantry and other light infantry type units are the exception. These units may move onto a Forest hex and still battle when eligible. When targeting an enemy unit or leader on a Forest hex: • An infantry unit reduces the number of battle dice rolled by 1. • A cavalry unit reduces the number of battle dice rolled by 2. • An artillery unit reduces the number of battle dice rolled by 1. EXAMPLE: A French cavalry unit is attacking an infantry unit in square, with combined arms from an artillery unit. The British Line When battling out of a Forest hex: Infantry unit in square rolls first and rolls a flag (Bounce Back). The • An infantry unit does not reduce the number of battle dice cavalry unit is forced to retreat and the combined arms attack is lost. rolled. Had the British player not rolled a flag, the French player would • A cavalry unit on a Forest hex battling out reduces the number roll one die for his cavalry unit and one die for his Horse Artillery of battle dice rolled by 2. unit (3 blocks firing at a range of three hexes). • An artillery unit on a Forest hex battling out will reduce the number of battle dice it will roll by 1. Line of Sight: A Forest hex blocks line of sight. HILL Movement: No movement restrictions. An infantry unit may form square on a Hill hex. Battle: When targeting an enemy unit or leader that is up hill: • An infantry unit reduces the number of battle dice rolled by 1.

© 2012 & 2016 GMT Games, LLC 20 Command & Colors Napoleonics

• A cavalry unit reduces the number of battle dice rolled by 1. • An artillery unit does not reduce the number of battle dice rolled. When targeting an enemy unit or leader that is down hill: • An infantry unit does not reduce the number of battle dice rolled. • A cavalry unit reduces the number of battle dice rolled by 1. • An artillery unit does not reduce the number of battle dice rolled. An artillery unit on a Hill hex may fire over a friendly unit or leader that is on an adjacent lower hex as long as that hex has no other terrain feature that would block the artillery unit’s line of sight. An Artillery unit on a hill, however, may not be ordered EXAMPLE: The unit on the Hill hex has a clear Line of Sight to as part of a Combined Arms Combat if it has to fire over the all hexes that are not marked with “LOS Blocked.” heads of a friendly unit on a lower adjacent hex (See Combined Arms Combat). RUGGED HILL Movement: Not allowed. No unit may enter a Rugged Hill hex. Battle: Prohibited Line of Sight: A Rugged Hill hex blocks line of sight to units behind a Rugged Hill hex.

TOWN OR WINDMILL (Buildings) EXAMPLE: When on a Hill hex an artillery unit can fire over Movement: A unit or leader that enters friendly units on a lower adjacent hex. Exception: cannot do so a Town/Windmill hex must stop and may for Combined Arms. move no further on that turn. An infantry When on a Hill hex and targeting an enemy unit or leader that unit may not form square on a Town/ is on another Hill hex: Windmill hex. • An infantry unit will reduce it range combat dice by 1, but its Battle: A unit may not battle the turn it moves onto a Town/ melee dice are not reduced. Windmill hex. • A cavalry unit does not reduce the number of battle dice When targeting an enemy unit or leader that is on a Town/ rolled. Windmill hex: • An artillery unit does not reduce the number of battle dice • An infantry unit reduces the number of battle dice rolled by 2. rolled. • A cavalry unit reduces the number of battle dice rolled by 3. Line of Sight: A Hill hex blocks line of sight to units behind a A cavalry unit ordered by a Cavalry Command card Hill hex. battling onto a Town/Windmill hex will not receive additional battle dice as noted on the Charge card. A unit on a lower level has line of sight onto the first Hill hex and vice versa. • An artillery unit reduces the number of battle dice rolled by 1. A unit on a lower level does not have line of sight through one When battling out of a Town/Windmill hex: Hill hex onto a second Hill hex with a unit and vice versa (i.e. a • An infantry unit does not reduce the number of battle dice unit at a lower level is not able to see, or be seen, if at least one rolled. other Hill hex is in between the two units). • A cavalry unit on a Town/Windmill hex battling out reduces the number of battle dice rolled by 3. A cavalry unit ordered Line of sight is not blocked between units on the same hill look- by a Cavalry Charge Command card battling out of a Town/ ing across connected Hill hexes. The units are considered to be Windmill hex will not receive additional battle dice as noted on a plateau. on the Charge card. Line of sight is not blocked between units on Hill hexes separated • An artillery unit on a Town/Windmill hex battling out will by one or more intervening hexes of lower elevation unless those reduce the number of battle dice it will roll by 1. hexes contain a unit or terrain that blocks line of sight. Line of Sight: A Town/Windmill hex blocks line of sight.

© 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 21

FIELD WORKS FORDABLE RIVER (stream) Movement: A unit or leader that moves Movement: A unit or leader that enters a Fordable across a hex side with Field Works must River hex must stop and may move no further on stop and may move no further on that turn. that turn. An infantry unit may form square on a An infantry unit may not form a square Fordable River hex. on a Field Works hex. Battle: A unit may battle the turn it moves onto a Fordable Battle: A Field Works provides protection along the forward River hex. facing hex sides. When targeting an enemy unit or leader on a Fordable River hex: A unit will roll 1 less battle die in melee combat, but its ranged When targeting an enemy unit or leader on a Field Works hex combat dice are not reduced. through Field Works hexsides: A unit on a Fordable River hex will reduce its battle dice rolled • An attacking infantry unit reduces the number of battle dice by 1 in ranged and melee combat. rolled by 1. • An attacking cavalry unit reduces the number of battle dice Line of Sight: A Fordable River hex does not block line of sight. rolled by 2. • An attacking artillery unit’s battle dice are not reduced. BRIDGE Field Works on hill: When attacking through a Field Works hex Movement: A bridge will cancel a river or fordable side disregard Hill terrain battle dice reductions and use only the river’s movement restrictions. An infantry unit may Field Works battle dice reductions. Another words Field works form square on a bridge hex. do not stack with other terrain reductions. Battle: A bridge will cancel a river or fordable Field Works protection to defender: Infantry or artillery units river’s battle restrictions attacked through Field Works hexsides may ignore one retreat Line of Sight: A bridge does not block line of sight. flag rolled; cavalry units do not receive this benefit. A defending unit will not receive Field Works protection and may not ignore a SAND QUARRY flag when the enemy unit is not attacking across a hex side with the Field Works (normally this is from a hex directly to the side Movement: A unit or leader that enters a Sand or behind the Field Works hex sides). Quarry hex must stop and may move no further on that turn. A sand quarry is considered impassable When battling out of a Field Works hex: terrain for an artillery unit. An infantry unit may • Infantry and artillery suffer no battle dice reductions. form square on a quarry hex. • A cavalry unit on a Field Works hex battling out across a hex Battle: When targeting an enemy unit or leader that is on a Sand side with a Field Works will reduce the number of battle dice Quarry hex: it will roll by 2. • An infantry unit reduces the number of battle dice rolled by 1 Line of Sight: A Field Works hex does not block line of sight. in melee combat, but its ranged combat dice are not reduced. • A cavalry unit reduces the number of battle dice rolled by 2. RIVER • An artillery unit reduces the number of battle dice rolled by 1 Movement: Normally, River hexes are treated as when firing into a quarry hex. impassable terrain and may only be crossed at a ford or on a bridge. When battling out from a Sand Quarry hex: • An infantry unit on a quarry hex battling out will reduce its Battle: Melee combat not possible. battle dice rolled by 1 in ranged and melee combat. Line of Sight: A river does not block line of sight. • A cavalry unit on quarry hex battling out will reduce the number of battle dice it will roll by 2. • A quarry is considered impassable terrain for artillery. Line of Sight: A quarry hex does not block line of sight.

© 2012 & 2016 GMT Games, LLC 22 Command & Colors Napoleonics 8. COMMAND CARDS Section Cards (48) Section cards are used to order units in a specific section of the battlefield to move and/or battle. These cards indicate which section of the battlefield you may order units or leaders, and how many units or leaders you may order. An attached leader ordered by a Section Command card may be ordered to detach and move separately. Command cards that state ‘order units equal ATTACK LEFT FLANK - Issue an order to 3 units or Leaders to command’ mean the number of units you may order is equal to on the Left Flank. (4 cards) the number of Command cards you hold including the card just played. The cards that are on a player’s Infantry in Square tracks ATTACK CENTER - Issue an order to 3 units or Leaders in the are not counted as Command cards you are holding. Center. (6 cards) Bicorne hat indicates that an attached leader may ATTACK RIGHT FLANK - Issue an order to 3 units or Leaders be ordered to detach unless attached to a unit in on the Right Flank. (4 cards) square. An arrow with a number indicates the number of units 1 and/or leaders in that section that can be ordered. An arrow with cards indicates the number of units and or leaders in that section that may be activated is equal to or less than the player’s current Command.

ASSAULT LEFT FLANK - Order a number of units or leaders on the Left Flank equal to command (the number of cards held in your hand including this card). (2 cards) ASSAULT CENTER - Order a number of units or leaders in the Center equal to command (the number of cards held in your hand including this card). (2 cards)

SCOUT LEFT FLANK - Issue an order to 1 unit or Leader on ASSAULT RIGHT FLANK - Order a number of units or leaders the Left Flank. When drawing a new Command card, draw two, on the Right Flank equal to command (the number of cards held choose one and discard the other. (2 cards) in your hand including this card). (2 cards) SCOUT CENTER - Issue an order to 1 unit or Leader in the Center. When drawing a new Command card, draw two, choose one and discard the other. (2 cards) SCOUT RIGHT FLANK- Issue an order to 1 unit or Leader on the Right Flank. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)

COORDINATED ADVANCE - Issue an order to 4 units or Lead- ers. Order 1 on Left Flank, 2 in the Center and 1 on the Right Flank. (2 cards) FLANK ATTACK - Issue an order to 2 units or Leaders on each Flank. (2 cards) FORWARD - Issue an order to 2 units or Leaders in each sec- PROBE LEFT FLANK - Issue an order to 2 units or Leaders on tion. (2 cards) the Left Flank. (4 cards) RECON IN FORCE - Issue an order to 1 unit or Leader in each PROBE CENTER - Issue an order to 2 units or Leaders in the section. (2 cards) Center. (6 cards) PROBE RIGHT FLANK - Issue an order to 2 units or Leaders on the Right Flank. (4 cards) © 2012 & 2016 GMT Games, LLC Command & Colors Napoleonics 23

Tactic Cards (22) ELAN - Roll battle dice equal to command Tactic cards allow ordered units to move and/or battle in ways (the number of cards held in your hand not normally allowed in the basic rules. Terrain movement and including this card). For each symbol rolled, battle restrictions still apply when a Tactic card Actions take 1 unit of this type is ordered. One unit or precedence over basic rules. leader of your choice may be ordered for each Bicorne hat indicates that an attached leader may Flag symbol rolled. Sabers order no units or be ordered to detach unless attached to a unit in leaders. Ordered units battle with 1 additional square. die the entire turn. Reshuffle the Command card deck and discard pile. (1 card) A large circle indicates that all ordered units get ad- ditional battle dice equal to the number in the circle. FIRE AND HOLD - Issue an order to 4 or fewer INFANTRY or ARTILLERY units. The large and small circles indicate that Ordered units will perform ranged combat non-Guard (large circle) and Guard units (small with 1 additional die. Ordered units may not circle) re- ceive differing numbers of additional be adjacent to enemy troops. Units may not battle dice equal to the numbers in the circles. move before or after combat, but may come out of square if eligible. If you do not have CHARGE - Issue an order to 4 any infantry or artillery units, issue an order or fewer INFANTRY units. Units may move to 1 unit of your choice. (2 cards) 2 hexes and still battle in melee. Ordered units Note: If an enemy unit retreats to an adjacent hex next to a unit may not engage in ranged combat. Guard that was ordered, but that has not fired yet this turn, that enemy infantry, when ordered, will melee with 1 unit’s retreat onto an adjacent hex will prevent the ordered unit additional die. If you do not have any infan- from performing ranged combat on the turn. A unit ordered by the try units, issue an order to 1 unit of your Fire and Hold card may not melee if prevented from performing choice. (2 cards) ranged combat. BOMBARD - Issue an order to 4 or fewer FIRST STRIKE - Play this card after op- ARTILLERY units. Ordered units may move ponent declares a melee attack, but before the up to 3 hexes and not battle, or may not move dice roll. Your defending unit will battle first. and battle with 2 additional dice. Guard ar- If the opponent’s unit is neither eliminated tillery, when ordered, battle with 3 addition- nor retreats it may then battle as originally al dice. If you do not have any artillery units, ordered. At the end of the turn, you draw a issue an order to 1 unit of your choice. (2 replacement Command card first. (2 cards) cards) Note: A defending unit that plays a First Strike CAVALRY CHARGE - Issue an order to 4 is not eligible to Battle Back when it has used the First Strike to or fewer CAVALRY or horse artillery units. battle first in a melee. Ordered cavalry units battle with 1 addition- al die the entire turn. Ordered guard cavalry Note: Two First Strike cards may not be played during the same battle with 2 additional dice the entire turn. melee. Ordered heavy cavalry units may move 3 FORCE MARCH - Issue an order to all hexes and still battle. Horse artillery units INFANTRY units in one section. Light, Rifle may move and battle normally. If you do not Light, Grenadier, Guard infantry units and have any cavalry or horse artillery units, issue an order to 1 unit infantry units with an attached Leader may of your choice. (3 cards) move up to 2 hexes and battle. Other infantry COUNTER-ATTACK - Issue the same order units may hold, move 1 hex and battle or may card that your opponent just played. When move 2 hexes and not battle. If you do not you play this card it becomes a copy of the have any infantry units, issue an order to 1 card your opponent played on the last turn. unit of your choice. (2 cards) Following the instructions on that card as GIVE THEM THE COLD STEEL - Issue though you were actually playing it, except an order to all units adjacent to the enemy. when countering a Section card. Then the Ordered units may melee with 1 additional right fank becomes left fank and the left flank die. Ordered units may not engage in ranged becomes the right flank. (2 cards) combat. Units may not move before melee combat. After a successful melee, infantry may Take Ground and cavalry may perform Cavalry Breakthrough and may make a Bonus

© 2012 & 2016 GMT Games, LLC 24 Command & Colors Napoleonics

Melee Attack with its standard number of battle dice. (1 card) Note: All units adjacent to an enemy unit when this card is CREDITS played are ordered. This can get a little confusing, especially as Creation and Development: Richard Borg melee combat takes place and enemy units are forced to retreat. Art Director, Cover Art & Package Design: Rodger B. We suggest that you mark all units eligible to melee before you MacGowan start your melee combats. Sticker Art: Pascal Da Silva LEADERSHIP - Issue an order to all LEAD- ERS. When a Leader is attached to a unit, the Card Design and Layout: Donal Hegarty unit is also ordered as long as the Leader Rules Layout, Map and Tile Art: Mark Simonitch remains with the unit. Any ordered unit shall Playtesting: Joe Abrisz, Dave Arneson, Brad Bell, Jeff roll 1 additional die if it battles. A Leader may Borg, George Carson, Kevin Frankfother, Rik Fontana, detach from a unit. If a Leader moves and Robert Granger, Roy Grider, Brett Helgeson, Pat Kurivial, joins a unit, the unit is not ordered. If you do Ted Kurivial, Steve Malecek, Grant Malecek, Bill Massey, not have any Leaders, issue an order to 1 unit Steve May, Terry Mikrut, Paul Miller, Wayne Minton, John of your choice. (2 cards) Nichols, Steve Niedergeses, Doug O’Connell, Stan Oien, LA GRANDE MANOEUVRE - Issue an Mike Panko, Jeff Paszkiwicz, John Pritchard, Anthony Ri- order to 4 or fewer units or Leaders. Ordered cardi, Louis Rotundo, Bob Santiago, Ken Sommerfield, Rick units or Leaders may make a strategic move Thomas, Dan Van Horn, and the GMT Command Staff. up to 4 hexes. An infantry unit in square may Rules Editing and Proofing: Kevin Duke and Tony Cur- not be ordered. Ordered units may not battle. tis Or, issue an order to 1 unit of your choice. (1 Production Coordination: Tony Curtis card) Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch RALLY - Roll battle dice equal to command (the number of cards held in your hand includ- ing this card). For each Infantry, Cavalry or Artillery symbol rolled, 1 block of this type is returned to any under strength unit anywhere on the battlefield. A unit may not gain more blocks than it originally had. Rallied units that gain at least one block are ordered. (1 card)

SHORT SUPPLY - One enemy or friendly unit (card holder’s choice) is out of supply. Remove the unit from the hex it occupies, and place it on a baseline hex that may be entered (owning player’s choice) in the same section of the battlefield. If there are no enterable baseline hexes, place the unit on a vacant hex one-row forward of the baseline row. If the unit has an attached Leader, the Leader is also removed and placed with the unit. If the short supplied unit is your unit, it may not battle this turn. An infantry unit in square may not be short supplied. (1 card) Note: A lone leader may not be short supplied.

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© 2012 & 2016 GMT Games, LLC